Whispers From The Rift

Whispers From The Rift

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Why make a choose-your-own adventure?
My name is Steve, and I am the head writer for Interdimensional Games. Some of you may wonder WHY we decided to produce an interactive novel when the rest of our projects are fully 3D, with one still in development limbo. Let me provide a little context.

About eight years ago, my Consortium co-writer (Robert Edwards, who produced many of the Information Console documents) developed the concept and started Whispers in his free time. Inspired by old-school choose-your-own-adventure books, it quickly ballooned into a complicated and time-consuming project he could not finish.

Loving a good challenge and the characters and narrative he set up, I took over and continued to develop it in my spare time over the last seven or eight years. As a kid, I loved reading D&D choose-your-own-adventure books, so I couldn't pass on the opportunity to write something in the same vein.

Furthermore, developing a text-based interactive novel is cheap and requires little time from anybody but me, a programmer, and the artist I'm working with, Marcelo Simonetti (who produced most of the "brain scan" images). Since I wrote it mostly in my spare time while working the graveyard shift at a hotel, it cost iDGi next to nothing and took nothing away from the development of Consortium Remastered and The Tower.

This truly is a standalone project (no knowledge of previous iDGi games is required to play Whispers) set fourteen years before the events of Consortium.
Last edited by Thrie; Jun 14, 2025 @ 5:38pm